BigWeather's Blog

August 29, 2011

New version available to download

Filed under: Game Development — Tags: — BigWeather @ 6:12 pm

A new version of “Into the New World” (though it is still called “Passage to the Indies” all over the place, I’ll correct that soon) is available.  It features new art, an animated boat, and cities that spawn Natives that chase (but do little else) a certain distance.  Lots and lots I need to do but it has been a while since the last drop (due to vacation, illness, and back-to-school for the kids) and I really wanted to get some feedback on the art so I figured that I’d go ahead and release what I have.  Note that I’m not happy with the boat or city graphics at all — those will change soon.

Updated “Into the New World”

The explorer stumbles upon some Natives

August 26, 2011

Quick update on Into the New World

Filed under: Game Development — Tags: — BigWeather @ 9:06 am

Just a quick post showing off the new artwork for my game, Into the New World (formerly known as Passage to the Indies and, before that, something else that I can’t remember).  The style is based off of the work of the brilliant cartographer, Erwin Raisz.  Ignore the silly looking explorer graphic, I’ll be changing it to something a bit more appropriate to the new style.  Now that I’m back from vacation, over my illness, and the kids are settling into school I’m hoping to put some serious time into the game and knock it out in the next few months.

New art for Into the New World

June 17, 2011

Passage to the Indies second drop available

Filed under: Game Development — Tags: — BigWeather @ 3:30 am

The second drop for Passage to the Indies is ready.  Simply click on the link below to download the .zip file.  Then run the setup.exe within to install Passage to the Indies.  You’ll need to use the Control Panel to remove it, however.

Passage to the Indies download

The explorer has made landfall and is heading into the mountains

From the previous drop’s note, my intention for this drop was “…adding rivers, sailing to and from Europe (the right side of the map), and some (at least rudimentary) random land form generation.”  I accomplished all of that and more.

  • Randomly generated land forms including rivers
  • Sailing (including to and from Europe represented by the right edge of the map)
  • Zooming in and out of the map to get a wider view
  • Rivers block passage (except for the river’s source, which can be walked around)
  • New hex-based presentation
  • New icon for the player on foot and at sea
  • Percentage display for discovery and fame credit

There is an issue in that the icon for the player at sea (a boat) always faces left.  I’ll fix that soon enough, just wasn’t that important.

For the next drop I’d like to accomplish the following:

  • Terrain assigned according to biome rules
  • Creation of “points of interest” (river sources, vast forests, etc.) for additional fame gain
  • Introduction of men, goods, and gold (at least) to the player state
  • Natives, perhaps

I look forward to your feedback in the Quarter to Three thread!  And if you see something wrong with a map note the row, column, and seed (all displayed in the lower left of the screen) so I can reproduce it.  Thanks!

June 16, 2011

River code finally done!

Filed under: Game Development — Tags: — BigWeather @ 11:30 pm

Well, it turned out to be a lot harder than expected but I’ve finished the river code for Into the New World (the likely new name for the exploration game).  I really like the river below — not only is it fairly long but it branches in interesting ways.  I know the graphics aren’t great, but you can see the river source and regular river graphics (with black arrow indicating flow on the regular river graphic).  More to come soon!

Oh, another river I just ran into is below!

May 31, 2011

Passage to the Indies first drop available

Filed under: Game Development — Tags: — BigWeather @ 2:24 am

The first drop for Passage to the Indies is ready.  Simply click on the link below to download the .zip file.  Then run the setup.exe within to install Passage to the Indies.  You’ll need to use the Control Panel to remove it, however.

Passage to the Indies download

The explorer traverses the plains in the New World

This first drop represents a very primitive, but playable, version of the game.  The explorer (represented by a red crosshair for now), having landed in the New World while searching for a passage to the Indies, is in camp.  He has already gained some fame as a result of the landing.  The explorer can be moved about the new land, uncovering terrain for discovery credit.  Once the explorer returns to camp discovery credit is “cashed in” for fame credit.  In the final game this will be analogous to returning to Europe and making known the discoveries.  Basically, discovery credit is only good if the explorer returns alive.  This will hopefully be an interesting gameplay dynamic between cashing in versus pushing it to the limit to make more discoveries before returning to camp (Europe, eventually).

Time only passes while the explorer is moving.  Though this will have to be changed should multiplayer ever be added, I’m happy with it for now.  Eventually there will need to be a “wait for X time period” capability so that the explorer can hunker down in the event of bad weather and the like but for now that is not needed.  Time is constant (at about a day per second of movement) but the rate at which the explorer moves varies by terrain.  Mountains are the slowest and plains the fastest, with the other terrain types falling in between.

The terrain type the explorer is traversing also determines the explorer’s maximum sight range.  Forests offer the least range while mountains offer the most.  Also higher terrain than the explorer is standing on can limit his sight range.  For example, if the explorer is traversing plains they will not be able to see hills beyond a mountain nearer to him.  However, he can see a mountain beyond a hill nearer to him (but not a forest beyond that hill).  It is hoped that offering greater sight range (and the resulting increase in discovery credit from uncovered terrain) will make mountains and other difficult terrain appealing, despite their impact on movement.  Terrain that is currently visible is lighter than discovered but not currently visible terrain.  Black areas are as yet undiscovered.

Finally, the explorer starts with only 300 food.  Once the food is gone the explorer dies.  Food is currently eaten at a rate of ten per day.  Various terrain types, however, allow for that rate to be lessened by allowing for foraging.  Foraging is currently automatic but won’t remain that way in the future (interesting gameplay could arise from assigning crew to foraging, or having a native guide along that knows the land and offers a better foraging modifier).  Deserts currently offer the least in the way of foraging while forests (jungle, evergreen, or deciduous) offer the most.  Eventually weather, season, etc. will play into this (as well as into sight range, above).

There are a couple of issues with this drop.  First, the coastal tiles don’t allow any walking on them even when the shoreline looks walkable.  I’ll fix this soon, but the coast just looked way too cool to not put in.  Second, there is an occasional frame stutter when scrolling / moving — I’ll try and knock that out soon too.  Finally, winning is a bit open to interpretation.  Since the explorer can’t get any more than 300 food and can’t retire winning is accomplished by having the greatest amount of fame (not discovery!) credit at time of death.  Morbid, I know!

For the next drop I’ll be looking at adding rivers, sailing to and from Europe (the right side of the map), and some (at least rudimentary) random land form generation.

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